The Challenge: The Story Behind the DungeonSystem: D&D 3.5eParty: 4 Level 2 PCsObjective: Develop a backstory that describes how the dungeon came to be in the state shown, with the PCs just about to enter.Specifications: This dungeon level will be used as the basis for the story. Entrance to the level is provided by a ramp from above that arrives at the dead-end passage, middle-left of the map, and stairs from below that arrive at the dead-end passage in the bottom-center of the map. Points are assigned as follows: 10 points for each NPC; 5 points for every monster set (a set consists of all the monsters in a room); 2 points for every trap; 2 points for every treasure item; and 1 point for every room feature (including doors). The description of each item must fit logically into the overall context to earn points. Sentient monsters/NPCs may be aware of (and in possession of) treasure in their room, and use it to their advantage. Up to 10 bonus points may be earned for describing the overall context around the dungeon level (location, environment, etc.).

Deadline: November 30, 11:59 pm GMT

Addenda:

1) No unremovable barriers can be added, but you may add inconvenient barriers (a partial collapse that could be bypassed with enough digging, a barricade erected by the monsters, etc.).

2) You may make minor alterations to the monsters, assuming the overall challenge of this level remains consistent with the party's capabilities and the changes are explained. The CR of the dungeon as a whole should not be changed significantly. Adding a class level to, say, one of five kobolds to make it a 'leader' wouldn't be a big change, but making the entire kobold band a group of War1's with a War3 leader would. Swapping NPC class levels for PC class levels on the elves is also OK.

3) Traps - the as-generated dungeon is remarkably trap-free. You may add up to 1 CR2 and 3 CR1 traps of your choosing, as long as they fit within the context of your story.

4) Features - You may add features (not rooms, corridors, doors, traps, treasure, or monsters unless otherwise allowed) but you don't earn any points for doing so.

5) Context - You are free to fit the dungeon level into a larger context of your own describing. In fact, I'll encourage it by offering up to 10 bonus points for a general description of the environ in which this level is found.

I'm not sure why, but I prefer working on here to in word or the like - I'm an odd duck. Feel free to comment, but please remeber there will probably be a great many revisions and I'll be playing around with format and the like before I am finished.

The Oracle of Ghengii

Deep in the

Insert convenient Mountain range in the setting of your choice

Mountains of Mourning the ancient Oracle of Ghengii has long been forgotten by civilized men. The savage races of the peaks and the surrounding wilderness have not forgotten the place though and many send forth their shaman and chieftains into the ancient shrine to experience the strange unearthly visions that will guide them to greatness, and to ask their questions of the immortal oracle himself, ancient beyond the memories of the oldest living shaman and shrouded in mystery.

The ancient temple of the Oracle, was carved around a series of natural caves where gases escaped from the earth, like the real world oracle of Delphi these gases begin to produce hallucinagenic visions after being inhaled for long enough, or when combined with the ingestion of certain mushrooms.

Kingdom of Allaria Lisial Anariever had fallen into despair. She was to have married the young prince Anoriel the love of her life, but a week before the wedding while leading a scouting party Anoriel had been slain by a vile beast that the elders had called a Barghest. Resurrection magics had been performed by the priest of Correllion, but they were to no avail. A Barghest destroyed the soul, Anoriel would never be revived, the priest had spoken with the Correlion and divined that no mortal magic would restore him. Distraught Lisial could not accept her loss she frantically searched for something that might return her love to her, until she found an ancient tomb referring to the oracle of Ghengii - which the elven records claimed served up tainted wisdom to the shaman of the nearby goblin tribes stirring them to war and discord - for the gift of copper and blood the goblins had claimed the oracle would answer any question.

And so Lisial determined she would seek out the oracle and find a way to restore her lost love, and set out accompanied by her her brother Quarivis, and her closest friend Felophithe.

Room 2

Ijik had been apprenticed to the Red Wolf tribe's Shaman Ziggad for nearly six months, already he was adept in the ways of magic and the old fool held him back only through jealousy at seeing such talent in one so young. Sure Ziggad could produce great balls of fire, but they were nothing compared to the deadly accuracy of Ijik's magic missiles! No, the old bugger was holding him back! And so cunning Ijik stole into his masters tent in the dead of night and stole the mushrooms which granted the spirit visions sacred to his people and mounted his faithful wolf Giggs resolving to return to the tribe a full fledged Shaman!

Having only recently arrived at the labyrinth the over eager Ijik sought out the first free room and greedily gobbled the hallucinagenic mushrooms which when mingled with the strange gases that pervade the Oracle's Shrine grant goblins visions of power andplunder beyond their imaginings. When encountered Ijik sees himself as an all powerful sorcerer, a being of power who can make Kings bow down and worship him and turn mountains into rubble - of course he is very wrong. Ijik's faithful companion, the wolf Giggs, meanwhile sits watching his companion with concern. Gigg's will only attack if the PCs threaten him or his Ijik, though Ijik will try to destroy any who fail to acquiesce to his demands to bow down and grovel before the mighty Ijik!

A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Skills

*Wolves have a +4 racial bonus on Survival checks when tracking by scent.

Unfortunately, circumstances conspired against me (along with some serious procrastination) to prevent me from submitting anything close to a completed entry. Still, I do have something.

Monsters/NPCsGoblin & Wolf (Room 2) – This duo is actually with the Goblinoids in Room 15. Until the Elves showed up a few days ago, the Goblins ran this dungeon, since they outnumbered the Orcs and are tougher than the Kobolds. Slinko and Bitey (the Goblin and Wolf), were sent on patrol of the dungeon by the Hobgoblin. Instead of patrolling, though, Slinko usually just takes Bitey to this room where they sit around until patrol is supposed to be over. Slinko discovered a few weeks ago that from this room he could hear the Hobgoblin’s shouts, and so knew when it was time to head back in order to avoid trouble.Lisial (Room 5) – This CG High Elf is on the run from the other two High Elves in this dungeon. He has important information that would reveal the existence of their small band of assassins-for-hire in a prominent Elven settlement. Unfortunately, they quickly discovered him and he went on the run. He stumbled across this dungeon and managed to get to this floor, avoiding monsters and obstacles.Quarivis & Felophithe (Room 9) – These Evil High Elves are hunting Lisial. They have orders to capture him alive, if possible, but killing him is not out of the question. They are both cruel, though Quarivis is cunning and cruel while Felophithe is primarily just violent and wrathful. They have no problem fighting anyone else, either to get what they want or just for the sake of fighting. Still, they do not have a problem running away from a fight that they can't win.5 Kobolds (Room 11) – This small gang of Kobolds originally came up to this floor of the dungeon from below. They are an exploratory team from the Flamescale Tribe, sent to determine whether this level is suitable as a place to expand. That was several months ago, they have since been ordered to maintain a position in the dungeon and await further orders. They are afraid that something bad has happened to the rest of their tribe, but they are afraid of returning and suffering punishment for disobeying. So, they wait and continue to engage in a stalemate with the Orcs and Goblinoids.2 Orcs (Room 12) – These two Orcs have been here longer than the Kobolds and the Goblinoids. The Goblins showed up a few months ago from the above entrance, while the Kobolds arrived shortly after that from below. The Orcs had been happy to have this floor to themselves, using it as a staging place for small raids for food and treasure. Since the arrival of the Goblins and Kobolds, however, the Orcs have been too heavily outmanned and outgunned to do much of anything. They are holed up in their room currently, but they occasionally roam the halls together, trying to find a better place to stay or some previously missed supplies.